[CS] Sederis Emberheart

A survivor of countless battles, each as pointless as the last, Sederis Emberheart has nothing left to him but a death wish. Fusing both the training from his youth, with the training he received in Pandaria, he journeys from battle to battle like a pilgrim of war.

Commander Mode

5th Heartlander Honorguard

Volunteers from the Heartlands, these men are clad in bronze half-plate and shields that shine like the sunwashed shores from whence they came. Unlike their conscripted counterparts, they have been expertly drilled and trained to form different impenetrable phalanxes. Making them ideal frontliners when dealing with both infantry and cavalry forces. Their insignia found on their banner is a golden sun shining bright across a red shore.

HP:170D:1d30+30Movement: 50 / 70

Iron Fist:Grants Immunity to Routing

Banner of the Flayed Demon: Players within 5ft are immune to routing mechanics

Troop Choice: Phoenix Guard

Hold the Line[Passive]:Phoenix Guard are unable to be penetrating assaulted, and they do not suffer from a flanking charge. They deal double damage to enemy cavalry.

Fear No More[Passive]:Phoenix Guards are immune to fear causing spells.

War Drums[1]Cost: 1 Commander PointBonus: Phoenix Guards may attempt to fear two adjacent enemy targets. A roll of 1d2 on each determines success. 1=success. Feared units take double damage from a Phoenix Guard’s attack. May be used in the same turn as an attack.

Final Sacrament[1]Cost: 2 Commander PointsBonus: The Dawnmender may select an allied target or self and for 1 turn, all damage dealt to that target will heal them instead. May be used as an instant.

Glorious Rebirth[1]Cost: 1 Commander PointsBonus: On a strike that would normally defeat a unit of Phoenix Guard, you may attempt to revive your fallen unit. A roll of 1d20 is required with a 12+ to be considered successful. Revived units come back at full health.“There is a reason that they have taken the Phoenix as their standard.”

Blazing BulwarkCost: 1 Commander PointBonus: Phoenix Guards now deal full damage to fortified units.“The Phoenix Guard are well known for their long halberds which are prefect for stopping a charge in its tracks.”

Diplomatic Roll:-3 to charm and seduction-4 to etiquettesocial challenge rolls have a +2At the start of diplomacy, you must pick a single type of social challenge rolls. You can only use that type of social challenge rolls for the remainder of the event.

-4 to seduction rolls against him

Character StatisticsCommander +5

+25HP in Commander Mode

Iron Fist (Passive): Grants Immunity to Routing

+1 Commander Mode Point

Race: Sin’dorei

Background: Soldier

Virtues:

Arcanic Affinity: Race 1/1You have a +4 to Arcane based challenge checks.Endurance: Background 1/2Whenever your character’s wound roll lands on 'no wound' you may return to battle with 1hp. (Only one success per event)Disciplined: Background 2/2Whenever your character successfully resists a CC check, they gain 1d15+5 HP.Swift: One Chosen TraitIncreases your character’s walk and sprint by +5ft.Reserved: Replaces Beautiful [Negated by Crass]Seduction attempts against your character have a -4 modifier.Brave: Vices 1/4Decreases the required threshold to pass a fear CC check by -2.Survivor: Vices 2/4Re-roll your character’s wound rolls once.Lucky: Vices 3/4Allows your character to reroll any critically failed challenge checks (a natural roll of 1-3). (Only one success per event)Stalwart: Vices 4/4Whenever your character successfully passes a challenge check, gain 1d15+5 HPAthletic: RaiderAllows your character to reroll a failed sprint check. (Only one success per event)Adventurer: RaiderAllows the player to reroll an initiative roll once per event. They will keep the second of the two rolls.Versatile: RaiderYour character may choose one ability from another base class.Night Vision: Tomb of SargerasYour character can see in the dark.Scryer: Heroic Tomb of SargerasRe-roll failed perception checks.Protector: RBGs S23Your character is no longer has their movement hindered when carrying another player in a battlefield.Unbroken: RBGs S22 You do not easily bow, bend, or break.Your character may reroll any failed physical challenge rolls. (Only one success per event)Martinet: 1800 Arena Season 20Your character may reroll any die that lands on a 1 during a Dueling Attack roll.

Vices:

Plain: Rank 1(Negates Beautiful) Your character has a -3 to charm and seduction social challenge rollsCrass: Rank 1Your character have a -4 to etiquette challenge checks.Shy: Rank 1Your character's social challenge rolls have a +2 threshold.Stubborn: Rank 2At the start of diplomacy, you must pick a single type of social challenge rolls. You can only use that type of social challenge rolls for the remainder of the event.Implacable: Rank 2At the start of combat, your character must choose a singular target and can only damage that singular target until it is defeated. Once defeated, they must choose another target to defeat.

Equipment:

Zin’jang, Guardian of the RealmD: 1d24+3: crit on 18-24+3Leg Sweep[3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player may attempt to stun an enemy, non-boss, target by rolling 1d20<12. A 12+ is considered to be successful. Stunned enemies cannot walk or attack for a turn.Life Leech: Roll 1d5 after basic attacks/healing and abilities to heal for the amount rolled+2 to Max damage/healing on basic attacks and abilitiesRange: 5ft (spear) + 5ft (item)

Healing SpellSpell-weaving: Whenever you crit on a heal, you may choose another target and heal them for half of your total healing done.Range: 30ft

Spell-shieldSpell-Barrier[1]: Add a spell barrier to a character that absorbs 15 damage. Spell-Barrier lasts until it is broken. Can be used as an instant.

Class: Monk

Movement and Range:Movement: 40 / 60Range: Melee / 30ft

Class Abilities:

Inner Calm[1]: The monk reaches a point of inner peace mid battle. Remove all CC effects off of your character and give your character a 15hp chi shield. Can be used as an instant.Range: Self

Roll[1]: The monk tucks and rolls 10ft to avoid a melee assault. May be used as an instant.Range: 10ft

Adventurer Feat: replace a single hero mode skill with one of any other base classThreatening Shout[1]: The warrior challenges nearby foes to engage them in battle. The warrior may target up to three enemy targets within 15ft to taunt them. They do not need to roll for a taunting check. Minor Action.Range: 15ft

Prestige Class: Bladelord

Bladestorm[1]: The Bladelord rolls 1d3 to determine how many additional die they may use to attack all targets within a 5ft radius with their basic attacks. This is a minor action. Range: Melee

Bladesong[Passive]: Whenever the Bladelord is attacked in melee, they may roll 1d2 to determine if they will strike the enemy attacking them before they are struck. A roll of 1 is considered to be successful. The Bladelord will always strike before they attacked. Some boss abilities will circumvent this mechanic.

Items:

Banner of the Broken Bulwark· [+15 to Troop Total]· [+10 to March and Forced March distance]· [Banner of the Flayed Demon: When active, players within 5ft are immune to routing mechanics]

Zin’jang, Guardian of the Realm· [Reach: +5ft range to basic attacks/healing and abilities]· [Life Leech: Roll 1d5 after basic attacks/healing and abilities to heal for the amount rolled]· [+2 to Max damage/healing on basic attacks and abilities]

Alchemist's Belt

Windfury Potionx2

Allows a player to have a second action during their turn such as two attacks. Can be used on other players. If used on a player not on their turn, that player will act on the same turn as the user of the potion. Cannot be used as an instant. Cost: 500g

Soldier's Pack

Flashing Star x2Can be thrown to deal 5d5+5 damage to all targets in a small explosion template. Also causes a bright flash forcing non-boss targets to roll 1d20>11 to prevent from being stunned. Costs: 250g

Veteran Traits:Veteran of the Winter of Woe:1 Commander PointAthletic: RaiderAllows your character to reroll a failed sprint check. (Only one success per event)Adventurer: RaiderAllows the player to reroll an initiative roll once per event. They will keep the second of the two rolls.Versatile: RaiderYour character may choose one ability from another base class.Legionfall: Heroic KJ+5 HP in Hero ModeProven: 1800 Arenas S20.One free virtue.

Recently folded into the 8th Emberwarden Battalion, they are a collection of volunteers from all walks of life. Each of them subscribes to their commander's philosophy: That only two things matter in battle. Chaos & Luck. These words are inscribed under the Death Seeker crest located on the left pauldron of the Death Seeker regalia. A black and white shield divided into four, black skulls on white in diagonal sections. Looking up to the Heroes of Winter's Woe, they have a proud heritage to live up to

HP:110D:1d55+25Movement: 45 / 60

Troop Choice: Waywatcher Assassins

Commander Points: 4

Nightshade Venom[2]Cost: 2 Commander PointsBonus: Increases mod damage by 5 and max damage by 15 for a turn. Assassins with active Nightshade Venom cannot be healed. Targets attacked with Nightshade Venom cannot be healed and if they are healed, they take damage equal to the heal. Can be used in conjunction of a regular attack.“If the Amani had one thing right, it was their ability to make toxic poison.”

Volunteers from the Heartlands, these men are clad in bronze half-plate and shields that shine like the sunwashed shores from whence they came. Unlike their conscripted counterparts, they have been expertly drilled and trained to form different impenetrable phalanxes. Making them ideal frontliners when dealing with both infantry and cavalry forces. Their insignia found on their banner is a golden sun shining bright across a red shore.

HP:125D:1d30+30Movement: 40 / 60

Troop Choice: Phoenix Guard

Hold the Line[Passive]:Phoenix Guard are unable to be penetrating assaulted, and they do not suffer from a flanking charge. They deal double damage to enemy cavalry.

Fear No More[Passive]:Phoenix Guards are immune to fear causing spells.

Glorious Rebirth[1]Cost: 2 Commander PointsBonus: On a strike that would normally defeat a unit of Phoenix Guard, you may attempt to revive your fallen unit. A roll of 1d20 is required with a 12+ to be considered successful. Revived units come back at full health.“There is a reason that they have taken the Phoenix as their standard.”

Blazing BulwarkCost: 1 Commander PointBonus: Phoenix Guards now deal full damage to fortified units.“The Phoenix Guard are well known for their long halberds which are prefect for stopping a charge in its tracks.”

The men and women Sederis leads into battle are volunteers who came under his command at the Broken Shore and have followed him ever since. These simple men and women stand against demons and fel-magics wielding nothing but the blades in their hands and courage in their hearts. They signed up knowing that there would be no powerful heroes to have their backs, or fancy artifacts to save them. They stayed, knowing there would be enemies unending and to fight an eternal war.

HP:145D:1d40+25D AoW: 1d60+25Movement: 50 / 70

Subunit: Sunspears

Rank: Dawnward

Troop Choice: Swordmasters

Troop Abilities:

[Banner of the Flayed Demon: When active, players within 5ft are immune to routing mechanics]

Art of War [Passive]: Before any melee attack deals damage to Swordmasters they counter attack their enemy with a basic attack. Damage dealt this way is halved.

Break Them! [Passive]:Swordmasters gain Flanking Assault upon their first attack. This may be used when attacking from the front or flanks for +25 max damage on the charge. This skill may be only used in Commander Mode.

Movement and Range: 40 / 60 - Melee + Banner of the Broken Bulwark

Commander Points: 5

Seasoned BattlemasterCost: 1 Commander PointRetainerBonus: +5 max and mod damage. The Seasoned Battlemaster makes the player, and those adjacent to them, immune to fear/routing whenever they have an allied unit on their right and left flank (within 5ft).